beyond-all-reason / beyond-all-reason/RecoilEngine
Killed factories may kill a completed buildee
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
Factories kill their curBuild when killed themselves:
https://github.com/beyond-all-reason/RecoilEngine/blob/6a5f3278e7e02a91d3dca76ee353584656871773/rts/Sim/Units/UnitTypes/Factory.cpp#L69-L78
But it seems possible that an assisting builder may have completed the buildee already. The cost of checking whether the unit is completed seems worth closing off the possibility.
This is subframe nonsense and not a pressing issue to gameplay.
Contributor guide
Research direction
Start in rts/Sim/Units/UnitTypes/Factory.cpp at lines 69-78, where a factory kills its current buildee when the factory is killed. Trace the available unit-completion state and verify the cleanup only affects an incomplete buildee. Done means a completed buildee is left alive while an incomplete one still follows the existing behavior.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 2/5
- Estimated time
- 1-3 hours
- Activity status
- Active
- Clarity
- Mostly clear
- Newbie friendliness
- 74/100